Variable recovery time on hit.
3 hit movesets for weapon types.
Shield breaks
I thought about it but it would make the act of hitting enemies or enemies hitting you much more decisive if the attack speed when an attack is whiffed is lower than if you successfully hit an attack allowing for moves to be flowed well into each other encouraging aggression and faster play.
Additionally a quasi combo system could exist for these weapons that would rely more on motion input rather than button mashing and looking in the general direction of your opponent. How this would work would look like this
Each weapon has 3 moves
an opener(the attack you open with)
A followup(the attack that leads into the final one)
And a finished that closes off that specific attack but by adding in motion input for each weapon that allows for at least 12-9 basic three hit but blockable combos for each weapon allowing for a higher level of play. How motion input would function would be to allow both the player and the npc to be locked into a specific position at the same time while both figures are stuck in action and stun frames to ensure the player doesn’t have to be too concerned with positioning while preforming defensive or offensive actions after an attack is finished.
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